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Smoother scrolling

- changed IO.MouseWheel to float, allows smoother scrolling
pull/92/head
Mikko Mononen 10 years ago
parent
commit
eb789c0288
  1. 9
      imgui.cpp
  2. 2
      imgui.h

9
imgui.cpp

@ -1431,16 +1431,15 @@ void ImGui::NewFrame()
g.IO.WantCaptureKeyboard = (g.ActiveId != 0);
// Scale & Scrolling
if (g.HoveredWindow && g.IO.MouseWheel != 0)
if (g.HoveredWindow && g.IO.MouseWheel != 0.0f)
{
ImGuiWindow* window = g.HoveredWindow;
const int mouse_wheel_dir = g.IO.MouseWheel > 0 ? +1 : -1;
if (g.IO.KeyCtrl)
{
if (g.IO.FontAllowUserScaling)
{
// Zoom / Scale window
float new_font_scale = ImClamp(window->FontWindowScale + mouse_wheel_dir * 0.10f, 0.50f, 2.50f);
float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
float scale = new_font_scale / window->FontWindowScale;
window->FontWindowScale = new_font_scale;
@ -1455,7 +1454,7 @@ void ImGui::NewFrame()
{
// Scroll
const int scroll_lines = (window->Flags & ImGuiWindowFlags_ComboBox) ? 3 : 5;
window->NextScrollY -= mouse_wheel_dir * window->FontSize() * scroll_lines;
window->NextScrollY -= g.IO.MouseWheel * window->FontSize() * scroll_lines;
}
}
@ -1605,7 +1604,7 @@ void ImGui::Render()
g.Windows.swap(sorted_windows);
// Clear data for next frame
g.IO.MouseWheel = 0;
g.IO.MouseWheel = 0.0f;
memset(g.IO.InputCharacters, 0, sizeof(g.IO.InputCharacters));
}

2
imgui.h

@ -488,7 +488,7 @@ struct ImGuiIO
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
int MouseWheel; // Mouse wheel: -1,0,+1
float MouseWheel; // Mouse wheel: 1 unit scrolls about 3 lines text.
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)

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